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Glossary

  1.   XP
  2.   Level
  3.   Attack: When you attack a target, you must first make an attack roll to hit. The DC is the target‚s Target score. If you succeed your attack roll, the target can attempt to defend with a defence roll. If the defence roll fails, roll for damage.
  4.   Attack bonus: the number added to a die when making an attack roll, and added to 4 to determine the DC to defend against the attack.
  5.   Attack roll: any die roll made to attack a target, whether with a weapon or spell. Attack rolls can be defended against with a defence roll.
  6.   Critical Success: When making a skill check (including attack and defence rolls) on a d6 (and only a d6), if you roll a natural six (the die shows a six) and still fail the check, you can roll the die again once with a +2 bonus. If that check fails, you‚re out of luck.
  7.   Defence roll: a defence roll is made to negate an attack roll. If an attack roll beats your target score, you can attempt to defend. There are several types of defence rolls, the most common are Dodge (using the reflex skill), Block (using the shield skill), and Parry (using the weapon skill). You can usually make a number of defence rolls per turn equal to your ranks in the skill used. A successful defence roll (DC=4 + target‚s attack bonus) negates the attack.
  8.   DC: short for “Difficulty Class,” a DC is the minimum number that you have to roll to make some sort of check succeed. In general, meeting or beating the DC is a success, and below the DC is a failure.
  9.   Skill modifier
  10.   Skill bonus: See skill modifier
  11.   Rank
  12.   Damage
  13.   Toughness
  14.   Minimum Toughness
  15.   Will
  16.   Minimum Will
  17.   Flat Footed
  18.   Invisible
  19.   Defence bonus
  20.   Natural Armour
  21.   Magic Complexity rating
  22.   Magic Power rating
  23.   Divine Power rating
  24.   Wound
  25.   Morale penalty
  26.   Race
  27.   Racial Background
  28.   Character Background
  29.   Skill
  30.   Scale
  31.   Technique
  32.   Weapon Effort
  33.   Heavy Weapon
  34.   Light Weapon
  35.   Standard Weapon
  36.   Combo
  37.   Combo component
  38.   Spell seed
  39.   Invulnerable: [Ability] The monster is only vulnerable to specific forms of attack. Any attack that is not of that type is vastly reduced in effectiveness: a Kill is reduced to a Wound, and a Wound is completely ignored. Here are some examples of weaknesses:
  40.   Spellcaster : Any creature that has one or more ranks in magic skill, magic power, or spell repertoire is considered to be a spellcaster, even if that character is currently unable to cast spells. A creature with Magical Sense can detect spellcasters.

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